31 мая 1996 |
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* PART 4 - THE RITMAN INTERVIEW *
************************************
Here it is! The first ever Emulate!
exclusive interview. Our roving reporter,
Blood, has tracked down a Speccy God - Jon
"Head Over Heels" Ritman! I'll hand
straight over to him! ED.
"One of the things missing from the
current computer scene is the 'famous
programmer'. Back in the good old days of
the Speccy, everyone knew the name of
their favourite programmer and often it
was who wrote the game rather than who
published it that affected the sales the
most."
"One such programming genius was Jon
Ritman, the man behind (amongst many
others) classics such as Match Day, Batman
and Head Over Heals. These days Jon is
still around (although not programming for
the Spectrum any more!) and is still very
much involved in the industry."
"Putting on my best 'cheeky young scamp of
a journalist' hat, I scampered over and
asked him outright if he'd answer a few
questions. And guess what - he
agreed......! Here we go with Emulate's
first Exclusive Interview!"
Me: How did you get started in computers?
Jon: I used to mend TV's for a living,
working for Radio Rentals - they were
going to rent computers so I decided they
would need engineers and bought a ZX81 so
I could learn - the rest is history.
Me: When did you first see a Spectrum and
what were your first impressions?
Jon: Can't remember - pretty cool!
Me: Can you remember the first game you
ever wrote? What was it like?
Jon: Of course I can, it was called Namtir
Raiders and was released by Artic
Computing on the ZX81 - it was a movable
ship at the bottom of the screen.
(Retro-fans with a ZX81 emulator can grab
a copy of Namtir Raiders from NVG!
Download the following snaps pack :
ftp://ftp.nvg.unit.no/pub/sinclair/zx81
/snaps/packs/ZXPRGS10.ARJ
It's the file called 'NAMTIR.P'.......)
(And it's in this month's snapshot pack!
ED.)
Me: What was your first commercial game?
Jon: See above (In those days you could
get away with a 2k game).
Me: What was the first game you wrote that
you were really happy with?
Jon: I don't release games I'm not happy
with - of course each game should/must be
better than the last.
Me: Did you always program full time, or
did you start out like the average
computer hack working in the back bedroom
in the evening? ;-)
Jon: I stayed at Radio Rentals for my
first 3 games before going full time
(remember that I was making 4 games a year
at this time).
Me: Did Knight Lore inspire you to do your
isometric 3D games, or was it all your own
idea?
Jon: It was Knight Lore!
Me: Did you use the same 3D engine for
Monster Max on the Gameboy as you did for
your 3D games on the Spectrum?
Jon: No - it was a complete rewrite.
(In case you didn't know, Monster Max was
Jon and Bernie's only game for the
Nintendo Gameboy. It's a 3D isometric game
in a very similar style to Head Over Heals
and is well worth a look if you're a fan
of the genre!)
Me: Head Over Heals is still probably the
finest isometric 3D game on any machine
and features on MANY peoples' favourite
games list. What were your favourite games
for the Spectrum and why?
Jon: Match Day II - Cause I could win ;-)
Knight Lore - Cause it blew me away when I
first laid eyes on it!
Me: Out of all the games you have written,
which is your personal favourite?
Jon: Head Over Heals.
(Not surprising, eh?)
Me: What was the last Speccy game you
wrote? Did you leave anything unfinished?
(and if so is there any chance we'll ever
get to see it!)
Jon: I have trouble remembering that far
back but it was either HoH or Match Day
II! I had started a new game called
Starship (working title) when I moved on,
the source for this has now gone missing
so don't expect to see it!
(Shame!)
Me: What made you leave the Spectrum
scene? It sounds like it wasn't something
you expected to happen......
Jon: The article about Ultimate appeared
(I'm sure you remember it) and I went to
see them and then started working with
them.
(If I remember correctly, the advert Jon
is talking about was placed by Ultimate in
the late 80s just after they had become
RARE. It advertised for programmers to
help them progress into the arcade and
console business, and appeared in most of
the popular Spectrum mags.)
Me: Were you sad to see the Spectrum go,
or were you eager to move on to more
powerful machines?
Jon: The more power the better!
Me: Is there anything you miss about the
old days?
Jon: They were great times but we all move
on to bigger and better things, so no, not
really.
Me: You have a new company now called
Cranberry Source. Are there any other
names we'd recognise from Spectrum days
working for you? Whatever happened to
Bernie Drummond? Do you still work
together?
Jon: My business partner, John Cook, was
Head of development at Mirrorsoft but he's
not a programming type so most would not
have come across his name - inside the
industry however he is probably better
known than me. Bernie does work for CS.
(There's another couple for the FAQ then!)
Me: What are Cranberry Source working on
at the minute? Which machines are you
concentrating on?
Jon: Three games each on PC, Playstation &
Saturn - Q.A.D. - A fly over a stunning
landscape rescuing hostages game (2player)
The Net - A multiplayer soccer game
Redemption - An epic game, this would take
me too long to describe!
Me: Do you still program, or do you let
other people get their hands dirty these
days? ;-)
Jon: I find there are too many
distractions for me to program, running a
company almost 30 strong means you get
interrupted every three minutes.
Me: Do you miss programming? Or are you
glad you're out of it?!
Jon: Running a company this size is still
very much a learning experience and I've
always enjoyed learning (isn't that what
is fun about programming?) - I still look
at the odd inner machine code loop to see
if I can optimise it any better than my
staff (and sometimes I can :-) so I'm not
completely out of programming.
Me: Any plans to convert any of your old
games to the PC or consoles? I remember
seeing Head Over Heals converted onto the
16 bit computers some time ago - what did
you think of the conversions?
Jon: HoH 16 bit conversions were all done
by a guy at Ocean and they were as perfect
as any conversion I've ever seen. I
wouldn't convert an old game but of course
The Net is a soccer game and I wouldn't
release it if it wasn't much better than
Match Day - For Hoh fans I suggest a look
at Redemption (it wont be released until
the end of next year).
(eek! That's a long time!)
Me: Do you ever get the urge to just go
and write a Spectrum game instead of
getting all hot and bothered over this PC
and Super-Console business? ;-)
Jon: No!
(Shame again... but it was worth a try!)
Me: Retro-mania has arrived with a bang
and suddenly everyone is playing old games
and getting all teary-eyed over the 'old
days'. Do you think that modern games can
really compete with the old classics?
Aren't they just all graphics and no
gameplay?
Jon: Unfortunately many games have just
been FMV fests but that doesn't mean a
great modern game can't have superb
graphics - of course it's possible to make
ace games on a super powerful PC and
that's just what CS plans to do.
Me: Is it easier to produce a good game
for the PC / Superconsoles than it was for
the Spectrum because of the increased
hardware? Or does it just make it easier
for less scrupulous people than yourself
to produce sloppy software?
Jon: It isn't any easier for me because
the games are much larger than the speccy
days, what the PC does provide is less
restrictions than the old machines - I
suppose it does make it easy to knock up
those collections of FMV sequences that
some people call games though...
Me: Are you in on the Retro-mania? Do you
ever pull out an old computer or an
emulator and play some old games? Or don't
you have the time any more! ;-)
Jon: I've got the Z80 emulator but I only
really look at my own products on it.
(Well, I could think of a lot WORSE things
to use it for!)
And that was it! My first ever interview
and it was with a complete Speccy God!
Hopefully that's given you all a little
insight into Jon and his work - let's hope
his future programming projects go on to
be timeless classics too, eh?
For those of you interested in having a
look at what Cranberry Source are
producing, there's a full page preview of
QAD in the September 96 issue of PC Format
and (so Jon tells me) there should be a
playable demo with the October
issue....probably! ;-)
I'd like to thank Jon for taking time out
from his incredibly busy schedule to talk
to me - I hope it's been as interesting
for you lot as it has been for me! Next
month I'll be talking to Matthew Smith (in
my dreams!). ;-)
Blood.
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